* Areas are much better done than DkS ones. I love the interconnecting areas of Dark Souls, but it seems that not having to worry about connecting them all made them focus more on level design or something. The areas are really enjoyable, large without being empty, and they look more verosimile. By this I mean that for example the castle looks like an actual castle, every room seems to have a purpose (thanks to amazing attention to detail) and the enemies fit right in (even more so than Dark Souls ones) which reinforces the feeling that the areas don't revolve around you.
i agree that they tend to look much more "verosimile"/plausible, but i disagree that they are better (especially not "much better"), especially when you take into account the particularly poor ones like 1-2, the whole of world 5 (blighttown is just as frustrating but much less annoying and better done, if that makes sense ), 4-2 is very linear and uninteresting (but very atmospheric), as is 1-4 and all the X-3 except for 1-3 are short, poor, boss-rooms, so it pretty much comes down to 3-1, 3-2, 1-1 and 1-3 being the really good ones, 2-1 being good, while the rest are either poor or above average only because of the atmosphere (like 4-2)
meanwhile, DkS has gems like Sen's, Dukes and the Painted World, and really good levels like The Catacombs, Depths, Burg+Parish, the whole of Darkroot is rather different (for the Souls games) in it's openness, Anor Londo, the nasty (although gimmicky) ToG, New Londo (a pity they never quite finished it). and i think DkS did the "obviously linear" levels much better (like Oolacile township).
the biggest problems of DkS imho are, as someone previously pointed out, it feels like a high fantasy kitchen sink (a feeling greatly enhanced because of the interconnected open world), and the abundance of bonfires in most places make the levels feel more "fragmented" (and thus smaller and more linear)
Another thing I love is the lack of "always open" shortcuts which actually forces you to do the area and fight the enemies. In Dark Souls there are too many ways to skip content, such as the drop behind the Butcher in the Depths, taking the Silver Serpent Ring drop to skip most of the Tomb of the Giants, etc. I much prefer shortcuts that require you to complete the area to open, rather than simply knowing the trick.
well, while forcing the player the complete the whole level (apart from the boss) the unlock shortcuts may seem like a better move at first, when you think about it, it's much less rewarding in the "exploration" category and far less interesting. there's nothing like exploring levels and stumbling upon potentially sequence breaking shortcuts that may put you in places you probably shouldn't be in, or suddenly finding a hidden bonfire, or finding shortcuts that maybe weren't even supposed to be there. it also makes boss fights much less tedious (and kinda "allows" the devs the put harder, more interesting bosses in the game). imho more the shortcuts should be better hidden, but it's a much better and less "gamey" system than "unlock shortcut at the end of the level". and let's face it, if you're not a pussy, you know you'll be returning to the skipped area anyway to explore for ph4t l00t and the likes
*While DeS is the clear winner in level design, the lore of the game is much worse than Dark Souls's. The story is simple, it's narrated to you, and the game doesn't seem to give it that much importance. This is a shame because the atmosphere, as I said before, is incredible, it would be nice if the lore reinforced it. Dark Souls is worse atmosphere wise, but the setting is both detailed and subtle, even item locations often tell you more about the world. In DeS, however, item locations are mostly random, the lore doesn't seem ambitious enough to go past "serviceable", and there are a lot of facepalm-worthy mistakes, such as a contradiction in Ostrava's dialogue (he says Biorr was the one who fled Boletaria to warn the world, when it was Vallarfax) and the fact that Yurt is locked in a cage....but when you enter it, it becomes an elevator to proceed with the level.
i definitely agree (and lots of people prefer DeS purely because of the atmosphere). DkS feels way more ambiguous, much more "here are most of the pieces, you figure it out however you like" which is a nice "parallel" to the gameplay, in a way
First, the game's lethality is through the roof. Plenty of enemies one shot you, some of them through your shield. For example, I did 4-2 quite early, found the Black Skeleton, and since it wielded katanas I thought I could block them. Serious mistake, he one-shot me through the shield, taking all my HP and all my stamina. This is only an example, but a lot of enemies are capable of doing insane damage. In this regard, the game feels less fair than Dark Souls, which also has difficult enemies, but less instant death moves.
and that's why DkS is the better game, and overall more difficult because it doesn't rely on such boring one-shotters to make it difficult (and most of them are fairly boring enemies to begin with. black skellies after the first 1-2 terrifying encounter become lulzy, easily predictable opponents and then not even the black phantom variants will scare you. giant depraved ones will probably always be terrifying (especially the black phantoms) but that's mostly because of the environment you fight them in, and i'll always miss the mindflayers (i guess Latria is the best part of both Souls games ). other than that, only a couple BP variants of some enemies and BP NPCs (DkS is a pretty big step down in this regard) provide a modicum of challenge)
Areas are more unforgiving, longer, traps deal more damage and most of the times they kill you outright, there are more enemies which ambush you and they attack in groups more often, then there's things like the fact you can't roll in the swamp, etc.
strongly disagree (except for the "longer" parts, but that's only because most of the longer levels in DkS have bonfires midway through so they feel smaller, but they actually aren't). i'm with Karellen here and that's exactly the most lacking part of DeS. the environment feels so tame and easy. what traps? the arrows in 4-1? the exploding lights in 4-2 and 2-2? the barrel in 1-1? again, only Latria feels dangerous, but none of them (except the exploding lights that are so easy to avoid you deserve to die if you get hit ) while in DkS you'll find more traps in Sen's than in the whole of DeS. same thing for ambushes, in DeS they're rarer and more easily spotted. and if you don't snipe-aggro enemies in either game, you'll have more and more difficult "gangbangs" in DkS (like, for example, the beginning of Demon ruins )
The lack of poise also contributes to making the game harder, you can be stunlocked, your attacks can be interrupted as if you had 0 poise, etc. The way the game handles the lack of poise is by adding a lot of hyper armor, which makes the combat a bit more trial and error, as you slowly figure out what moves grant hyper armor to enemies (which varies from enemy type to enemy type). In Dark Souls once you figure out how the poise system works, you're set.
again, i disagree. exactly because there is no poise (for you but also the enemies), you'll learn to block and dodge much sooner (which is, imo, much easier in DeS because the enemies are (or at least feel) slower and you are faster) and thus avoid most damage, and you'll spam that R1 since they're staggered from the 1st hit most of the time. makes the combat a bit less interesting, imo (although the poise mechanic in DkS could use some major tweaks, as should the rolling and stamina), and playing DkS with 0 poise is more unforgiving (especially if someone invades you )
Anyways I have more opinions on more specific things, but this point is already quite a long and disjointed mess as it is, so I will post them later.
please do post them all